Yasuo and player frustration
Yasuo is filled to the brim with unecessary power in places that do not need it. His kit is solid, he does some serious damage, and he's fun and interesting to watch and play. That being said, he is Incredibly frustrating to play against, and these are just some things I've considered to be sources of player frustration.
- a passive that gives double crit at the cost of a tiny amount of crit damage is ridiculous, as two items can quickly increase damage output by a gigantic amount for such a low amount of gold, while Infinity edge practically nullifies the crit damage debuff that exists as its only limiter.
- a passive shield that would be better suited on a tank designed to be able to frontline enemy spells, but instead is given to a fighter / assassin who has loads of survivability. The shield always procs on ANY DAMAGE, meaning it's not interactive at all, its essentially free periodic damage block.
- windwall itself is pretty cool, but balanced so poorly when compared to abilities of the same nature. Braum's shield ability functions the same, but is balanced well by redirecting a portion of the damage to Braum himself, and only completely nullifying the first projectile blocked, while tied intrinsically to Braum, meaning that if Braum moves, so does the shield, and if Braum dies, so does the shield. Yasuo's windwall however lasts 3.75 seconds, cannot be destroyed, blocks 100% of all damage it absorbs, and starts from his center, meaning it can be cast AS an ability collides with yasuo, absorbing the ability. Again, there is very little to no interactivity with this ability with the best option available being to walk around this gigantic particle absorbing barrier, but Yasuo can freely move between it, meaning that if this Yasuo has enough skill, he can essentially never be hit by ranged, non-laser attacks.
- Yasuo's E ability gains ramping damage on successive casts, and gains speed based on his bonus MS. Ramping damage is not itself bad, but it only takes two previous casts of his E ability to get 50% more damage on its cast for the next 5 seconds, meaning he can sustain the bonus damage practically effortlessly, and only needs 2 successive casts before using it against an enemy champion for a big chunk of damage, which he can do in an incredibly short amount of time.
- a Q basic ability that procs on-hit effects, and who's cooldown is tied not to CDR, but to AS, meaning that he has zero necessity to get CDR in order to increase his DPS, meaning that any AS / Crit item he gets is Triply beneficial when compared to other champions. -(Q cont.) For example, when someone gets Phantom dancer, the only increases in damage it provides is in the crit chance (30%), and the AS (45%), plus a few other stats, meaning that the only bonus damage output is on their AA. On Yasuo however, the AS decreases his basic damage ability Q cooldown, and also gains twice the crit chance, which his Q can also apply.
- his ultimate ability allows Yasuo to gain power off of other champions by virtue of existance. There is no dropoff in function whatsoever if Yasuo uses his ultimate in junction with another champion, meaning he can add a stun and massive amounts of damage onto any other champions engage. -(Ultimate cont.) this means that Yasuo has access to even more safety than any other champion, because he can actually engage alongside a tank who has rapid, easy access to Airborne CC, which can be achieved not only by knockup but almost any ability that even slightly displaces enemy champions. -(Ultimate cont.) Not only does he have access to an immediate follow up CC that does crushing damage and puts Yasuo directly on top of his target, it also buffs him to give his crits 50% Bonus armor penetration. This means that if Yasuo ults, he will be able to melt anyone he connects to, tank or not.
So, to summarize, here is my list of what I believe to be unecessary powers put into Yasuo's kit:
P: free, uninteractive damage block. Double crit chance is just a giant stat bonus that doubles the effectiveness of gold put into crit chance and damage. Q: Cooldown entirely dictated by Yasuo's AS, and applies all on-hit and crit, meaning that gold put into AS and Crit is exponentially more valuable to Yasuo compared to other champions. W: A damage absorbing barrier which lasts for nearly 4 seconds, cannot be destroyed, relays zero damage to yasuo, has no mechanic tying it to Yasuo, meaning there's no risk to casting it and leaving it. The ability starts at Yasuo's center, meaning if the player has enough skill, they can absorb any shot taken at them even if the shot would've normally collided with him. E: Rapid scaling on use, which is incredibly easy to achieve and provides easy free damage because the cooldown on non-successive minions is practically non-existant. This is another ability that needs zero CDR in order to reach maximum effectiveness, due to the nature of the ability and how it functions. R: Able to be cast on literally any friendly ability which displaces enemy champions through movement. Has a 30 second cooldown at max, meaning again he has virtually no need to get CDR in order for his ultimate to be cast frequently. On cast, Yasuo gains 50% Bonus armor penetration against targets hit, which essentially allows him to melt any target his ult interacts with, tanks included. R cont.: you cannot defend against his ult, because it can be cast after friendly spells at a huge distance, instantly bringing him ontop of whatever target is now chain-CC'd, and massively reducing the effectiveness of a tanks abiltiy to defend against his attacks.
Another way to put it is: Here is what is frustrating about Yasuo:
-free stat increase (crit chance doubling), that has maximum effectiveness starting from level one. -his passive shield has no interactivity, and when playing against it just feels like periodically he'll just absorb damage for just moving around. There's no way to outsmart it or outplay it, aside from waiting. Waiting being the main mechanic of his counterplay is not fun. -his Q needs zero CDR to gain effectiveness, and just exponentially increases the value of crit / AS items on him -Windwall cant be destroyed, lasts just barely as long as Braums max level shield, at level one, starts from his center making it possible to eat projectiles that by all rights should've hit Yasuo, and will absorb an infinite amount of damage / attacks / spells, at no cost to Yasuo, while simultaneously having zero connection to Yasuo, meaning there is no risks with casting the ability and just walking away. -he has access to reliable mobility and juke potential in lane, as well as easily accessible damage ramping that requires very little effort to achieve and maintain in lane. -he loses literally nothing by having teammates use their abilities to proc his ultimate. In fact, it's actually better and safer for Yasuo to just wait for a big front-liner to initiate and then get free damage / CC / Armor pen / initiation without having to do anything except press R.
My suggestions for trimming the power on his kit (mind you, I'm not suggesting that all of these should be applied, rather that these are options which would limit his excessive power): -make his Q and ult have longer cooldowns, with his Q's cooldown going down with CDR as opposed to AS, like every other champion. -make his E have meaningful windows of use, IE making it have longer cooldown against champions, but deals more damage, or dealing more damage based on more successive casts than 2. -make windwall start from a distance outside his body, meaning it cannot absorb shots that are about to collide with Yasuo -make windwall tied to Yasuo in some way, like making yasuo have to stand near Windwall in order for it to persist, or giving some way for the enemy team to interact with the wall aside from waiting. -make his ultimate have weakened effects if cast on an allies knockup as opposed to his own, or make it so that his Q's tornado has a unique interaction which makes his ult better for a short amount of time on targets hit by 3rd Q. -make his passive shield tied to his windwall, something along the lines of his shield being consumed by windwall cast, making Windwall last longer, but deplete the passive shield.
IDK what else I'm trying to say, I just believe that there is so much power on Yasuo that it creates frustration playing against him. It just feels like he has tools for every possible situation, letting an experienced Yasuo player dominate most all situations they come up against.